package com.project.javagobang.api;


import com.fasterxml.jackson.core.JsonProcessingException;
import com.fasterxml.jackson.databind.ObjectMapper;
import com.project.javagobang.game.*;
import com.project.javagobang.model.User;
import com.project.javagobang.model.UserMapper;
import jakarta.annotation.Resource;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.stereotype.Component;
import org.springframework.web.socket.CloseStatus;
import org.springframework.web.socket.TextMessage;
import org.springframework.web.socket.WebSocketSession;
import org.springframework.web.socket.handler.TextWebSocketHandler;

import java.io.IOException;

@Component
public class GameAPI extends TextWebSocketHandler {
    private ObjectMapper objectMapper = new ObjectMapper();
    @Autowired
    private RoomManager roomManager;
    @Autowired
    private OnlineUserManager onlineUserManager;
    @Resource
    private UserMapper userMapper;

    @Override
    public void afterConnectionEstablished(WebSocketSession session) throws Exception {
        GameReadResponse resp = new GameReadResponse();
        //1.先获取到用户的身份信息(从HttpSession里拿到当前用户的对象)
        User user = (User) session.getAttributes().get("user");
        if (user == null) {
            resp.setOk(false);
            resp.setReason("用户尚未登录");
            session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
            return;
        }

        //2.当前用户是否已经在房间(拿着房间管理器进行查询)
        Room room = roomManager.getRoomByUserId(user.getUserId());
        if (room == null) {
            //如果为空说明当前没有对应的房间,该玩家还没有匹配
            resp.setOk(false);
            resp.setReason("该用户尚未匹配");
            session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
            return;
        }

        //3.判定当前是不是多开(用户是不是已经在其他页面)
        //前面准备了一个OnlineUserManager
        if (onlineUserManager.getFromGameHall(user.getUserId()) != null
                || onlineUserManager.getFromGameRoom(user.getUserId()) != null) {
            //如果一个账号,一个在游戏大厅,一个在游戏房间,也是为多开
            resp.setOk(true);
            resp.setReason("禁止多开游戏页面");
            resp.setMessage("repeatConnection");
            session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
            return;
        }

        //4.设置当前玩家上线
        onlineUserManager.enterGameRoom(user.getUserId(), session);

        //5.把两个玩家加入到匹配队列中
        //当前这个逻辑是在game_room.html页面加载的时候进行的
        //前面的创建房间匹配过程,是在game_hall.html页面完成的
        //因此前面在匹配上队手之后,需要经过页面跳转,来到game_room.html才算正式进入游戏房间
        //才算玩家准备就绪
        //执行到当前逻辑,说明玩家已经跳转成功了
        //页面跳转,很有可能出现失败的情况
        synchronized (room) {
            if (room.getUser1() == null) {
                //第一个玩家还尚未加入房间
                //就把当前连上的websocket的玩家作为玩家1,加入到房间中
                room.setUser1(user);
                //先连接进入房间的玩家作为先手
                room.setWhiteUser(user.getUserId());
                System.out.println("玩家 " + user.getUserName() + " 已经准备就绪 作为玩家1");
                return;
            }
            if (room.getUser2() == null) {
                //第二个玩家还尚未加入房间
                //就把当前连上的websocket的玩家作为玩家2,加入到房间中
                room.setUser2(user);
                System.out.println("玩家 " + user.getUserName() + " 已经准备就绪 作为玩家2");
                //当两个玩家都加入成功之后,就让服务器,给这两个玩家返回websocket的响应数据
                //通知这两个玩家游戏双方都已经准备好了
                //通知玩家1
                noticeGameReady(room,room.getUser1(),room.getUser2());
                //通知玩家2
                noticeGameReady(room,room.getUser2(),room.getUser1());
                return;
            }
        }


        //6.此时如果又用玩家尝试连接,就提示报错
        //这种情况理论上是不存在的,为了让程序更加健壮,还是给一个判定和提示
        resp.setOk(false);
        resp.setReason("当前房间已满,您不能加入");
        session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));


    }

    private void noticeGameReady(Room room, User thisUser, User thatUser) throws IOException {
        GameReadResponse resp = new GameReadResponse();
        resp.setMessage("gameReady");
        resp.setOk(true);
        resp.setReason("");
        resp.setRoomId(room.getRoomId());
        resp.setThisUserId(thisUser.getUserId());
        resp.setThatUserId(thatUser.getUserId());
        resp.setWhiteUser(room.getWhiteUser());
        //把当前的响应数据传回给玩家
        WebSocketSession session = onlineUserManager.getFromGameRoom(thisUser.getUserId());
        session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
    }

    @Override
    protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
        //1.先从session里拿到当前用户的身份信息
        User user = (User) session.getAttributes().get("user");
        if (user == null) {
            System.out.println("[handleTextMessage] 当前玩家尚未登录! ");
            return;
        }
        //2.根据玩家id获取到房间对象
        Room room = roomManager.getRoomByUserId(user.getUserId());
        //3.通过room对象处理这次具体请求
        room.putChess(message.getPayload());

    }

    @Override
    public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
        User user = (User) session.getAttributes().get("user");
        if (user == null) {
            //此处我们简单处理在断开连接的时候就不给客户端返回响应了
            return;
        }
        WebSocketSession exitSession = onlineUserManager.getFromGameRoom(user.getUserId());
        if (exitSession == session) {
            //加上这个判定,目的是为了避免再多开的情况下,第二个用户退出连接动作,导致我们第一个用户的会话被删除
            onlineUserManager.exitGameRoom(user.getUserId());
        }
        System.out.println("当前用户 " + user.getUserName() + " 游戏房间连接异常!");

        //通知对手获胜了
        noticeThatUserWin(user);
    }



    @Override
    public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
        User user = (User) session.getAttributes().get("user");
        if (user == null) {
            //此处我们简单处理在断开连接的时候就不给客户端返回响应了
            return;
        }
        WebSocketSession exitSession = onlineUserManager.getFromGameRoom(user.getUserId());
        if (exitSession == session) {
            //加上这个判定,目的是为了避免再多开的情况下,第二个用户退出连接动作,导致我们第一个用户的会话被删除
            onlineUserManager.exitGameRoom(user.getUserId());
        }
        System.out.println("当前用户 " + user.getUserName() + " 离开游戏房间!");

        //通知对手获胜了
        noticeThatUserWin(user);
    }
    private void noticeThatUserWin(User user) throws IOException {
        //1.根据当前玩家找到玩家所在的房间
        Room room = roomManager.getRoomByUserId(user.getUserId());
        if (room == null) {
            //这个情况意味着房间已经被释放,也就没有对手了
            System.out.println("当前玩家已经被释放,无需通知和对手");
            return;
        }
        //2.根据房间找到对手
        User thatUser = (user == room.getUser1()) ? room.getUser2() : room.getUser1();
        //3.找到对手的在线状态
        WebSocketSession webSocketSession = onlineUserManager.getFromGameRoom(thatUser.getUserId());
        if (webSocketSession == null) {
            //这就意味着对手也掉线了
            System.out.println("对手也已经掉线了无需通知");
        }
        //4.构造应该响应,通知对手,你是获胜放
        GameResponse response = new GameResponse();
        response.setMessage("putChess");
        response.setUserId(thatUser.getUserId());
        response.setWinner(thatUser.getUserId());
        webSocketSession.sendMessage(new TextMessage(objectMapper.writeValueAsString(response)));


        //5.更新玩家的分数信息
        int winUserId = thatUser.getUserId();
        int loseUserId = user.getUserId();
        userMapper.userWin(winUserId);
        userMapper.userLose(loseUserId);

        //6.释放房间对象
        roomManager.remove(room.getRoomId(),room.getUser1().getUserId(),room.getUser2().getUserId());
    }
}
